[Improved] Clicking End Turn will stop an ongoing command when a command is running, instead of stopping the command and immediately ending the turn and the turn can be ended once the command has finished cleanly

[Fixed] Long loading times experienced due to recompiling of shaders when using different 'Shader Quality' Settings.

[Fixed] Wrong power values for Minotaur and Blade Dancer.

[Fixed] Wrong damage range for Tamed Cyclops on Warfare master rank.

[Fixed] Fog Shroud not suppressing the Nova of the Fire Elemental and the Lilim.

[Fixed] Loading savegame would crash due Serialization stopping by trying to spawn static Emitter or Actor.

[Fixed] Altar of Sacrifice coud produce stacks with a stack size of 0

[Fixed] Unresolved placeholder variable in Poison Cloud tool tip.

[Fixed] The NPC symbol not appearing/disappearing on top of some heroes

[Fixed] A crash with Stone Spikes sometimes crashing the game when restarting combat

[Fixed] A problem with armies sometimes restoring their position to an invalid cell when saving and loading

[Fixed] Speed settings resetting when completing a campaign map

[Fixed] If the user loses only the units that were added with Reinforcements skill, they will be subtracted from the base creatures instead

[Added] Each faction now has an additional two heroes;

Ann

Kengi

Alesia

Christian

Lucretia

Naadir

Ajit

Nur

Ivor

Gem

Salvin

Sephinroth

[Added] The following neutral creatures are now in the game to fight.

Light Elemental

Dark Elemental

Mermaid

Kappa

Shadow Panther

Multiplayer

[Fixed] Replacing human players with AI from a multiplayer savegame

[Fixed] Game goes Out of Sync if the client try to learn a skill during the AI turn in sim turns

[Fixed] Necromancy pop up remains on screen and the user goes inside of a combat of the other user under certain conditions

[Fixed] Getting corrupted combat screen when one player have Necromancy popup open and another engages him in sim turns.

[Fixed] Game getting Out of Sync after some time when conquerring a garrison of another player

[Fixed] On a session with Sim-turns settings ,the user is able to retreat by using the ESC key even when the retreat option is greyed out

[Improved] Reduced AI lag for clients in combat.

[Improved] System to avoid Out of Sync in Combat.

[Fixed] The combat is canceled when the server attacks the client and the client selects retreat option.

[Fixed] Title will crash for the client on loading screen in certain conditions.

[Fixed] Warfare units with active skills not affected by combat timer in simturns.

[Fixed] Mobile shooters not affected by combat timer.

[Fixed] Player sometimes getting stuck after combat.

[Fixed] The bug of the cancel button not working.

[Fixed] Black bars not disapperaing after spectating.

[Fixed] Warfare units with active skills not affected by combat timer in simturns.

[Fixed] The bug of heaven dragon that was causing Out of Sync in combat.

[Fixed] The bug where AI was crashing for the host in sometimes

[Fixed] Necromancy causing Out of Sync in SimTurns in manual combats

[Fixed] Out of Sync caused by increasing skill after loading a Savegame.

[Fixed] Out of Sync related to bad morale.

[Fixed] Defeating an enemy Hero causes Artifacts to be stolen twice

[Fixed] The splitting of creature stacks in tactics mode in multiplayer.

[Fixed] Possibility to do a Hero Attack when your unit has bad morale.

[Fixed] Queuing multiple same commands accidentally in SimTurns.

[Fixed] Join order important when joining a loaded SimTurns game.

[Fixed] The hero is stuck and cannot continue the game after performing certain steps

[Fixed] Client redirect to the main menu and for host is displayed as client joins the session under certain scenario

[Fixed] GUI correctly updates for spectators.

[Fixed] Idol of fertility could be applied multiple times in sim turns

[Fixed] Having the "Artefact pack" from Uplay reward activated will bring a multiplayer session on out of sync in certain conditions

[Improved] Adjusted general path calculation algorithm to properly take into account terrain costs when not calculating for specific hero (improves Caravan time estimation).

[Improved] Reworked Cover system for Sieges:

Cover will be given to creatures inside the walls, and will affect attacking them from outside the walls.
When a wall is destroyed, there is check for Line of Sight to see if there is a clear shot. If the target is still behind intact walls in relation to the shooter, the cover bonus will be applied.

[Fixed] Issue with luck-based effects triggering too early, leading to inconsistent behaviour in some combats (e.g. crits of Gold Dragon and Cuirassier). Also the game will not go out of sync in MP when Gold Dragon rolls a critical hit anymore.

[Fixed] Failed Instant Recall cast does not count as a spellcast on the current day